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Calling the Banners


When you play the game of thrones, you win or you die. There is no middle ground. Cersei Lannister
Unfurl the banners of the Great Houses of Westeros. To secure power in the Seven Kingdoms and to ensure the survival of their lines, the Houses of Westeros all follow very dierent paths. Some forge strategic alliances, some create complex political intrigues, and still others use deceit and betrayal. But there is no more direct or lasting path to power than taking to the eld of battle. The Houses of Westeros command vast armies of soldierssome mounted on horses and others on foot. These men are armed not only with spears, swords, and bows, but also siege engines and other powerful machines of war. Across Westeros, the martial drums are calling to soldiers, strong and brave, and commanders, cunning and bold.

Will you heed the call?

Waging War in Westeros


BattleLore: Battles of Westeros (BOW) is a scenario-based game that allows players to recreate military engagements between the Great Houses of Westeros in the epic fantasy setting from George R. R. Martins bestselling novel series A Song of Ice and Fire. In the BOW core game, players control either House Stark or House Lannister. Future expansions will allow players to control other Houses. Each scenario, called a battle, has a battle plan that dictates the formation of the map (called the battleeld), starting positions of each Houses units, starting resources, special rules, and victory conditions for the game session. Before each game of BOW, players must rst agree upon and select a battle to play. Battles can be found in the included Westeros Battle Plans or online at: www.FantasyFlightGames.com A BOW battle is played over several rounds, with each round consisting of alternating player turns. The goals a player needs to accomplish to win a game of BOW can vary and are described in detail in the battle plan for the battle being played. Some battles require players to earn a certain number of victory points (VPs), while other battles require a player to take and hold strategic positions on the battleeld. Players should feel free to invent their own battles with the components provided in the game. Important Note: If the rules text of a card or other game component contradicts the text of this rulebook, the rules of the card or component take precedence.

Components
This Rulebook 1 Westeros Battle Plans book 138 Plastic Figures, consisting of: 32 War Host of the North (light grey) 12 Winterfell Riders (light grey) 12 Northmen Archers (light grey) 9 Stark Kennelmasters (light grey) 24 Lannisport Guards (red) 15 Casterly Rock Cavaliers (red) 12 Westerlands Archers (red) 12 Lannister Heavy Infantry (red) 5 Unique Stark Commanders (dark grey) 5 Unique Lannister Commanders (dark grey) 138 Green Figure Bases, consisting of: 98 Square Bases 40 Rectangular Bases 36 Brown Banner Poles 1 Six-panel Map Board 8 Dice (eight-sided)

110 Cards, consisting of: 14 Commander Cards 70 Leadership Cards 8 Unit Reference Cards, consisting of: 4 Stark Unit Reference Cards 4 Lannister Unit Reference Cards 16 Skirmish Setup Cards, consisting of: 8 Stark Skirmish Setup Cards 8 Lannister Skirmish Setup Cards 2 Skirmish Summary Cards, consisting of: 1 Raid in the Riverlands Skirmish Summary Card 1 Westerlands Bounty Skirmish Summary Card 32 Map Overlay Pieces with 9 Terrain Tokens 1 Stark Command Board 1 Lannister Command Board 1 Round Track 1 Round Marker 1 Stark Victory Point Marker 1 Lannister Victory Point Marker 1 Stark Morale Segment 1 Lannister Morale Segment 1 Neutral Morale Hub and Morale Marker 10 Command Tokens 50 Order Tokens, consisting of: 10 Green Shield Order Tokens 10 Blue Shield Order Tokens 10 Red Shield Order Tokens 10 Valor Order Tokens 10 Morale Order Tokens 86 Unit Banners, consisting of: 43 Stark Unit Banners 43 Lannister Unit Banners 14 Control Markers, consisting of: 7 Stark Control Markers 7 Lannister Control Markers 6 Directional Tokens 20 Engagement Tokens, consisting of: 10 Stark Engagement Tokens 10 Lannister Engagement Tokens 6 Devastation Tokens 18 Fire Tokens (varying values) 13 Strategy Tokens 3 Special Archer Tokens 1 Catelyn Stark Token and 2 Edmure Tully Tokens 7 Tent Tokens 8 Siege Tower Tokens 9 Catapult Targeting Tokens 10 Commander Discs 1 Momentum Token

Component Overview
All components contained in the BOW core game are described in this section. Plastic Figures Stark and Lannister forces that players command on the battleeld are represented by 138 detailed plastic gures. Commanders are dark grey, House Stark units are light grey, and House Lannister units are red. Figure Bases The green gure bases come in two dierent shapes: square and rectangular. Cavalry units, cavalry commanders, and Stark Kennelmaster units are attached to the rectangular bases, while all other units in the core set use the square bases.

Commander Cards Commander cards represent the eld commanders that lead an army during a given battle. Many commanders have multiple versions, each represented by a unique card, that have dierent abilities. Battle plans indicate which version of each commander a player must use. Leadership Cards Leadership cards are used by a player to give orders to his forces via his commanders. Each commander in a battle adds ve commander-specic Leadership cards to the 10 basic Leadership cards to form a customized Leadership deck. The back of each players Leadership deck bears his Houses symbol. Unit Reference Cards Each Houses army units are described on double-sided Unit Reference cards. Each summarizes a given units capabilities. Skirmish Cards (Optional Rule only) Skirmish Setup cards are used to generate a battle with random forces according to the Skirmish rules found on page 28. Each House uses its own set of cards detailing commander and unit options as well as specics on terrain placement. Each Skirmish Summary card explains the Skirmish setup rules and victory conditions. Map Overlay Pieces Map overlay pieces are placed on top of the map board to add additional terrain features. Map overlay pieces include natural terrain as well as man-made obstacles and structures.

Banner Poles Banner poles are used to hold the punchboard banners that help dene the capabilities of each unit in play.

Map Board The double-sided, six-panel map board is used to build the battleeld according to the specics of each battle plan. The map board can be congured in a variety of ways by adding map overlays.

Dice The eight-sided dice included in the core set are used to resolve combat and are also used for other game functions such as generating order tokens each round.

Command Boards The command boards show which House a player controls. They are also used hold each players command tokens during the battle. Round Track, Round Marker, and Victory Point Markers The round marker is placed on the round track; the round markers position to mark the current round and how many rounds have passed. Each House also has a victory point marker that can be placed on the round track to tally victory points. All of these markers have a +10 on their reverse sides for use if a House exceeds 10 victory points or a game goes longer than 10 rounds.

Control Markers These markers are placed on the battleeld to indicate when a House has control of a victory objective. Directional Tokens Directional tokens have a common back, and each has a unique number on the front that corresponds to a side of the directional indicator. They are used to randomly generate a direction for dierent game eects. Engagement Tokens Engagement tokens are used to mark melee attacks against adjacent enemy units. They are placed on the hex border between the attacker and the defender in a combat. Devastation Tokens

Morale Segments, Morale Hub, and the Morale Marker Each House has its own morale segment that attaches to the morale hub to form the morale track. The placement of the single morale marker on the morale track indicates both Houses current morale. The sides of the morale segments are dierent, and each battle plan indicates which side of the morale segment a player must use.

Devastation tokens are used to mark hexes whose terrain has been destroyed by certain eects (such as re).

Fire Tokens Fire tokens are placed in hexes by certain abilities and are used to track the strength of a re. Fire tokens can cause damage to certain terrain types and units. Strategy Tokens

Command Tokens Command tokens are used to play Leadership cards and are used to determine who has the advantage in a round. Order Tokens Order tokens allow a player to give direct orders to a single unit. Order tokens come in ve dierent varieties that correspond to the sides of the dice (Green Shield, Blue Shield, Red Shield, Valor, and Morale). Banners One gure of each unit must have a punchboard banner attached to a banner pole inserted in the gures base. The banner indicates the House a unit is from, its combat rank (green, blue, or red), and a round indicator. The round indicator, either white or black, is used to show whether or not a unit has been ordered.

Strategy tokens are generic tokens used to represent goals for one side or the other in specic battles. Their exact use is described in individual battle plans. Strategy tokens have a common back (depicting a helm). On the reverse is one of two colored symbols. The green symbol indicates a strategic location while the red symbol indicates a dummy location.

Special Archer Tokens Special archer tokens are used in specic battles to mark the location of special groups of archers.

Catelyn Token and Edmure Tokens These tokens represent important personages that are present on the battleeld but are not taking part in the battle directly. Their function is described in individual battle plans. Tent Tokens, Siege Tower Tokens, Commander Discs, and Catapult Targeting Tokens These battle-specic tokens have dierent functions as described in individual battle plans and on certain Skirmish Summary cards.

Preparing for Battle


This section describes the steps that players must perform before playing a game of BOW. Before playing their rst battle, players should insert the gures into the gure bases provided, making sure that the hole for the banner pole is at the rear of the unit (see Assembling Figures sidebar on page 7).

Setting Up
To prepare the play area, follow the instructions in this section. First-time players should play the Clash on the Kingsroad battle rst. Players can open the Westeros Battle Plans to page 4 for reference. A diagram of the component setup (without gures) of Clash on the Kingsroad can be found below.

MomentumToken The player with the momentum token wins advantage if tied for the advantage at the start of a game round. The token is given to the player controlling the House specied in the battle plan.

1. Choose a Battle and a House to Play Players must rst choose a battle to play. Battles can be found in the Westeros Battle Plans (in this box), online at www.FantasyFlightGames.com, and in future expansion sets for BOW. After choosing a battle, players decide which House each player will control for the battle. In the BOW core game, players have the choice of controlling either House Stark (white) or House

Clash on the Kingsroad Component Setup


4 1 2 3 10 6 11 1) Momentum Token 2) Command Board 3) Leadership Deck 4) Commander Cards 5) Unit Reference Cards 6) Dice 8 7) Engagement Tokens 8) Command Tokens 9 9) Order Tokens 10) Morale Track 11) Round/VP Track 12 5 4 3 2 12) Battleeld Map 5

House Symbols

Commander cards should be placed uncommitted side up so that the full color portrait of the commander is faceup in the play area.

Stark
of Winterfell

Lannister
of Casterly Rock

Uncommitted Side
4. Build Leadership Decks

Committed Side

Many components are marked with the above House symbols to help determine which player a component belongs to. In the core game, House Stark and House Lannister are the two available houses.

Each House has 10 Leadership cards with no commanders picture in the lower right hand corner. These 10 cards are the Houses basic Leadership cards. Each player sets his Houses basic Leadership cards aside. Each commander has ve Leadership cards with his picture in the lower right corner. These ve cards are the commander-specic cards for that commander. Each player takes all of the commanderspecic cards that match his commanders (who were taken in step 3) and shues them thoroughly with the 10 basic Leadership cards for his House. He then places this deck facedown in his play area to form his Houses Leadership deck.

Lannister (red). If both players wish to control the same House, players determine randomly (such as by ipping a coin) who controls which House. Players take the command board, the Leadership cards, the Commander cards, and the Unit Reference cards of their chosen House. Each card for a particular House has the Houses symbol on the back or in the upper left in the case of the Commander cards (depicted in the House Symbols sidebar above). 2. Create the Battleeld Following the battle plan, players unfold the map board and place it in the center of the table with the side indicated by the battle plan faceup (there is only one map board in the core game, but the maps on each side are dierent). This map board serves as the battleeld. Players then place any additional map overlays and/or special tokens required by the battle onto the battleeld. For more information on setting up the battleeld, please refer to the included Westeros Battle Plans. Each player sits with his Houses board edge (as shown by the colored border and matching House symbol on the battleeld map in the battle plan) directly in front of him. 3. Take Commanders Each battle requires specic commanders. The battle plan shows which commanders each player takes and what hex each commander (and his unit) starts in. After determining which of his commanders are used in the battle, each player takes the corresponding commander gures and Commander cards and places them in his play area (the area between himself and the battleeld). Return unused commander gures and Commander cards to the box. It is important to note that some commanders have multiple Commander cards. Refer to the commanders title below the commanders name to make sure the card is taken. The battle plan notes which version must be used. For example, Greatjon Umber has two dierent versions: The Greatjon and Lord of Last Hearth.

Assembling Figures
Before beginning their rst battle, players assemble all of the gures in the box. Each gure comes in two parts: the gure and the base. Players execute the following steps to properly assemble their gures:
1. Determine the Figures Base:

By looking at the tab a particular gure is attached to, a player can determine which of the two base sizes to use: square or rectangular. Each tab has a particular number of teeth that are inserted into a base. If there are three teeth, a rectangular base should be used. If there are two teeth, a square base should be used.
2. Insert the Figure into the Base:

After determining the proper base, a player need only press the tab into the slot on the base. When assembling gures, it should be noted that the hole for the banner should always go toward the back of the gure. It should be noted that due to normal factory variances, gures may not attach securely to their bases. This issue can be solved by adding a small amount of glue to the gures tabs before inserting them into the bases. 7

Building the Leadership Deck

6. Place Morale Track and Morale Marker Players assemble the morale track and place it next to the battleeld. The morale track has three pieces. The morale hub goes in the center, with the two House morale segments projecting from it on opposite sides. To create the morale track, each player attaches his Houses morale segment to the hub to form a line (see Clash on the Kingsroad Component Setup diagram on page 6). The two segments and the hub, when connected, form the morale track. After the morale track has been placed next to the battleeld, each players House morale segment must be the one nearest to his board edge.

1) Identify the Houses 10 Leadership cards without a commanders picture in the lower right corner and separate them. These cards are a Houses basic Leadership cards.

Lannister Segment

Hub

Stark Segment

Assembling the Morale Track


Make sure that the side of their morale segment that is faceup corresponds to the side indicated in the battle plan. The last space of each morale segment must match the space dictated in the battle plan. 2) Identify the Leadership cards for commanders who are used in the current battle. Shue those commanders cards thoroughly with the 10 basic Leadership cards to form the Houses Leadership deck, and return all unused cards to the box. For example, Clash on the Kingsroad does not use Robb Stark, Eddard Stark, or Greatjon Umber. Return the 15 cards with a picture of any of these commanders to the box when playing this battle. Leadership cards come in two varieties: basic and commanderspecic. In the core game, the only dierence between the sides of a morale segment is that one side has an 11 space as its last space while the other side has a Rout space.

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Lannister Non-rout Morale Segment Side

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Lannister Rout Morale Segment Side

Command Box Tactic Box Commander Picture

After forming the morale track, players place the morale marker on the morale starting space (the center space of the morale hub). 7. Create Token Stockpiles and Place Command Tokens

Basic

Commanderspecic

Players now sort the tokens for use during the game into piles. These tokens should be placed within easy reach of both players to form the stockpiles for the game. The most commonly used tokens include order tokens, command tokens, and engagement tokens. Some battles also require other tokens, such as strategy tokens. Each player takes a number of command tokens equal to the number beside the Command icon in the battle plan and places them on his command board. 8. Form and Place Units Players now consult the battleeld map in the battle plan to see what starting units they will use for the battle and where those

Command Box - A command box has a Command icon in the upper left corner of the text box. Tactic Box - A tactic box does not have a Command icon in the upper left corner of the text box. 5. Place Round Track and Round Marker Place the round track to one side of the battleeld with the round marker on the 1 space. The number on the battle plan next to the Round Limit icon (see icon to the left) shows how many rounds a battle lasts.

units will be deployed. Each unit is an individual ghting group that occupies a single hex. A unit consists of a certain number of gures (normally three or four depending on the gures bases). A unit on the battleeld map is represented by a single silhouette of one of its gures (see the Forming Units sidebar on page 10). In the core game, gures come in one of three dierent classes: infantry, ranged, or cavalry. The banner color behind this gure on the map shows the rank of the unit that corresponds to the color of its banner (green, blue, or red). House Symbol Unit Rank

Assembling Banners
Every battle features a variety of dierent unit combinations; therefore it is necessary to assemble a set of banners at the start of each battle. Each banner has two parts: the plastic banner pole and the punchboard banner. Players should execute the following steps to properly assemble their banners:

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1) Identify the punchboard banners to be used in the current battle by looking at the battleeld map. Set these punchboard banners aside.

Round Indicator

Anatomy of a Unit Banner


Prior to placing any units on the board, players lay out the banners for the current battle. The punchboard banner must be securely inserted into a banner pole before placing a banner in its corresponding hex (see sidebar). After all of the banners have been laid out, players form units for each hex containing a friendly banner as described under Forming Units on the next page. After a unit has been formed, it is then placed in its corresponding hex as shown on the battleeld map. The banner in that hex is then placed in the banner hole of one of the gures. If a commander is in a unit, the banner must go into his base. A unit with a commander shows the commanders gure with a banner representing the rank of the unit. The battle plan shows a picture of what commander should be used. Dierent versions of the same commander are identied by their titles.

2) Take one banner pole for each punchboard banner. Then rmly press the punchboard banner into the banner poles banner holder. The banner holder should grip the punchboard banner by the punchboard banners round indicator.

The owning player refers to the upper left corner of the Commander cards uncommitted side (the full-color side) to see what kind of unit must be placed with this commander gure. Form the unit as normal except the commander gure takes the place of one of the normal gures (as the banner bearer). See the Forming Units sidebar on page 10 for more details. 9. Assign the Momentum Token The battle plan species which House possesses the momentum token. That player places the momentum token in his play area. Players are now ready to begin the battle!

Forming Units
Before executing the following steps, players must lay out the banners required by their Houses setup as described on page 9.

Playing the Game


This section explains the structure of the game in detail. It explains how a game round is played, giving players a better understanding of the game ow. Afterwards, the Instruments of War section (starting on page 15) provides detailed rules concerning giving a unit orders and a units options after being ordered. Every BOW battle is played over a series of game rounds. The Round Limit icon in the battle plan indicates the actual number of rounds to be played. In the Clash on the Kingsroad battle, for example, the game is played over 5 rounds.

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1) Find the unit symbol on the battleeld map to determine what gures are used to make up the unit. If the symbol on the map is a commander, the player must instead look at the upper right of the corresponding Commander card.

Each round is divided into four phases, always performed in the following order: 1. Rally Phase 2. Marshaling Phase 3. Command Phase 4. Regroup Phase After a rounds Regroup Phase is completed, another round begins. This process continues until the last round of the game is nished, or until one player achieves one of the battles victory conditions.

1. Rally Phase
The Rally Phase is executed simultaneously by both players and is used to determine which player acts rst in each of the subsequent phases of this game round. It also allows players to refresh commanders (so commanders can once again be used to play Leadership cards) and rally units (so units can once again be ordered). The following Rally Phase actions are performed in order: A. Determine Advantage B. Refresh Commanders 2) Find the strength of the unit on the Unit Reference card. Take that many gures and place them in the designated hex. If this unit contains a commander, the commander gure takes the place of a normal gure. C. Rally Units After both players have rallied their units, the Rally Phase is over and the Marshaling Phase begins.

A. Determine Advantage
Players determine who has the advantage by comparing the amount of command tokens currently on each players command board. The player who has the most tokens on his command board gains the advantage and acts rst for the rest of the round. If there is a tie, the player who has the momentum token wins the tie. The player with the advantage is also referred to as the rst player.

B. Refresh Commanders
Each player then takes all command tokens from his Commander cards and places the tokens back onto his command board.

C. Rally Units
3) Place the banner type indicated by the battleeld map into the banner hole in one gures base. If a commander is present in the unit, the banner must be inserted into the commanders base. 10 Each player rotates his units banners so the proper side is facing his edge of the game board. This makes all of his units active (able to be ordered) during the coming Command Phase. 10

Players consult the round track to determine which side banners should be rotated to. The color of the round markers current space is the round color (white or black). A player should rotate his units banners so the round indicator matching the round color is facing his board edge. This rotation is known as rallying a unit. A units banner that already matches the round color is not rotated. An active unit is a unit whose banner matches the current rounds round color (the banner is on its active side). An inactive unit is a unit whose banner matches the next rounds color (the banner is on its inactive side). Whether or not a unit is active is important since only active units can be given orders during the Command Phase. Consequently, inactive units are normally unable to move and/or attack.

2. Marshaling Phase
During the Marshaling Phase, players obtain resources for the round. These resources take the form of order tokens and Leadership cards. The following Marshaling Phase actions are executed in order by the rst player: A. Receive Order Tokens B. Draw Leadership Cards His opponent then executes both actions in the listed order. The player currently performing an action in any phase is referred to as the active player. After both players have taken both actions, the Marshaling Phase ends and the Command Phase begins.

Rallying a Unit
In the above diagram, the current round color is black. This round color indicates banners should be rotated to their black side when units are rallied.

Unit Reference Card Breakdown


1 2 3 7 8 9 4 5 6

1) Unit Name 2) Trait(s) 3) Keyword(s) - The abilites a particular unit has 4) Figure Type - What type of gure makes up the unit 5) Unit Strength - How many gures make up a unit 6) Order Table - See page 15 for more details

7) Attack Range - The number of hexes away the unit can attack from 8) Attack Type - The kind of attack the unit can make ( for melee and for ranged)

9) Valor Hit Restriction - This icons presence indicates all Valor results rolled by this unit are treated as misses

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A. Receive Order Tokens


The active player rolls a number of dice equal to the number beside the battle plans Order Rating icon. That player then takes order tokens from the supply that match the results of the dice rolled and adds them to any order token he carried over from the previous round. This combination of order tokens forms the active players Order Pool. For example, Alex rolls three dice as the battle plan dictates. He gets two and one results. He then takes three order tokens that match the dice results from the appropriate stockpile. He has no order token from the previous round, so these three tokens form his Order Pool.

3. Command Phase
In the Command Phase, players use order tokens and Leadership cards to order their armies around the battleeld. After a unit is ordered, its owner rotates its banner to its inactive side (the side whose color matches the color of the next round). Ordering units is act of choosing which friendly units can move and attack on the battleeld in a given turn. Starting with the rst player, each player in turn selects one of the actions listed below and executes it. After a player performs an action, that players turn is complete and his opponent becomes the active player and selects an action. The possible actions are as follows: Use Order Token Play Leadership Card Pass This process of selecting and executing an action is repeated until both players pass. After both players pass, the Command Phase is over and the Regroup Phase begins.

B. Draw Leadership Cards


The active player draws cards from his Leadership deck equal to the number beside the battle plans Leadership Rating icon. These cards are added to any card he carried over from the previous round. This combination of Leadership cards forms a players hand. For example, Alex draws three cards from his Leadership deck. He has one card saved from the last round, so the four cards together form his hand for this round. If a player needs to draw a Leadership card but there are no cards remaining in his deck, he shues his discard pile to form a new Leadership deck.

Use Order Token


Order tokens represent direct orders given to a single active unit. For the active player to select this option, he must have at least one token in his Order Pool. This token can be one of ve dierent types: green shield, blue shield, red shield, valor (gauntlet), or morale (ag). The order a player can carry out depends on the token he decides to use. The following tokens allow the player to order the indicated units: The active player can order a green rank unit.

Commander Card Breakdown


1 5 6 7 2 3 4 8 9

The active player can order a blue rank unit. The active player can order a red rank unit. The active player can order a unit of any rank. The active player can increase his Houses morale by one or he can decrease his Houses morale by one to rally one of his units. In either case, no unit is ordered. To issue an order to a unit, the player declares which token he intends to use and which active unit he intends to order. The player then discards the corresponding order token from his Order Pool and places it back into the supply. Turn a units banner to its inactive side after being ordered (see Ordering Units on pg. 15).

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It should be noted that using an order token is normally the only way that an uncontrolled unit can be ordered (see pg. 15).
6. Name, Title, and Traits 7. Unit Ability 8. Commit Ability 9. Commanders Leadership Cards 10. Commander - Committed Side

1. House Symbol 2. Command Limit 3. Capture Rating 4. Commander Figure 5. Unit Figure Type

Play Leadership Card


Leadership cards allow a players commander to give orders to multiple units and execute tactics. These cards give the commander the ability to aect and/or order multiple units as indicated by the cards command box. Some of the cards allow players to utilize

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special abilities before or after resolving the command text on the card as indicated by the cards tactic box (if present). To play a Leadership card, the active player reveals which card from his hand he intends to play. He then selects one of his commanders to play the Leadership card on. For each command on the card that a player resolves, he moves one command token from his command board to the chosen commanders Commander card. The Leadership card is then discarded to the active players Leadership discard pile. Whenever a player uses a Leadership card, he chooses a single commander. All units that are ordered by the card must be in the chosen commanders zone of control at the time the card is played (see Zone-of-control (ZOC) and Controlling Units on page 16 for more details). Therefore, if a cards command reads Order all units, it only allows the active player to order all units under his chosen commanders control. It is also important to note that commands only aect friendly units unless specically noted otherwise on the card. If a player wishes to use the tactic from the tactic box on the card as well, he must rst show that the requirements for using the tactic are fullled. He then resolves the tactic either before or after all commands are resolved, according to the tactics text (see example on page 17). It is important to note that Leadership cards with a commander pictured in the lower right can be played by any commander (not just the one pictured).

Leadership Card Order Example

1) Play a Leadership card, making sure to declare which commander is using the card. Note that the commander chosen does not have to match the commander pictured on the card.

Pass
A player can choose to pass instead of using an order token or Leadership card. Once a player passes, however, he can no longer use order tokens or Leadership cards until the next round. The passing players opponent can continue taking actions until he also chooses to pass. A player is forced to pass when he is unable to play an order token or Leadership card on his turn.

2) Choose which commands from the Leadership card to perform. For each Command symbol, place a command token from the command board onto the selected commander.

4. Regroup Phase
In the Regroup Phase, players perform the following upkeep actions in order. In general, both players can perform each action simultaneously, although if a timing issue arises, the rst player must resolve his actions rst. A. Resolve Status Conditions B. Score Victory Points C. Check Victory Conditions D. Discard Excess Resources E. Recover Morale F. Advance Round Marker After checking victory conditions, if the game has not ended, the Regroup Phase is completed in entirety. After it is completed, the game continues with a new round starting with a new Rally Phase. 3) Declare units to be ordered, as specied by the Leadership card, that are in the commanders ZOC.

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A. Resolve Status Conditions


Status conditions are represented by tokens that certain cards and units can place onto the battleeld. The eects of these status conditions are resolved now. For more information, see Status Conditionson page 25 for more details.

D. Discard Excess Resources


Each player must discard Leadership cards and order tokens (of his choice) so that he has a maximum of one Leadership card in hand and one order token in his play area to carry over to the next round.

B. Score Victory Points


Most battles have objectives that provide victory points every round, objectives that only provide victory points on the last round of the game, or some combination of the two. The battle plan species when victory points are awarded. If the battle is not in its last round, only the objectives that provide victory points every round are scored. If the battle is in its last round, both objectives that provide victory points every round and objectives that provide victory points at the end of the game are scored.

E. Recover Morale
A player whose armys morale has entered a colored area of the track may be able to recover some of the morale loss. If the morale marker is not on a morale break (a space with an arrow pointing to it on the morale track), that player can increase his morale by moving the marker to the closest morale break that matches the color of the area the marker is currently in. If the morale marker is on a morale break or on a grey bordered space, no morale can be recovered.

C. Check Victory Conditions


Players check to see whether it is the last round of the battle as dictated by the battle plan. If it is, the game ends and players consult the battles victory conditions to see who has won. If it is not the last round, the game continues. Instant victory conditions are an exception to how normal victory conditions work as they are checked throughout the game. See Notes on Victory Conditions below. In the example above, the small arrow (circled) indicates the morale break for green. During morale recovery, the Lannister player can move the morale marker from the 6 space in the green zone to the 4 space (the morale break). If the marker was already on the 4 space, it would remain on the 4 space.

F. Advance Round Marker

Notes on Victory Conditions


Ties
Games played to a certain number of victory points (VPs) can result in tie scores. Unless noted, the governing rule for resolving ties is that the player with higher morale wins. If morale is at the morale starting space, the player with the momentum token wins.

The round marker is advanced to the next space up the round track.

Instant Victory
Many times, a battle can have instant victory conditions along with normal victory conditions. The most frequent of these is the Rout instant victory condition. If the morale marker reaches the Rout space on a players side of the morale track, he loses and his opponent wins. Otherwise, battle-specic victory conditions are described in individual battle plans. Instant victory conditions always take precedence over normal victory conditions, and the Rout instant victory condition takes precedence over other instant victory conditions. 14 14

Instruments of War
The following section goes into more detail about how players utilize their units and commanders on the battleeld.

Order Table Explanation


1 2 3

Unit Composition and Strength


Units are the backbone of a players army. A single unit is made up of multiple gures in the same hex whose total number of gures is called its strength. The starting strength of infantry and ranged units in the core game is 4, while the starting strength of cavalry and Stark Kennelmaster units is 3. A strength 4 unit is therefore composed of four identical gures, while a strength 3 unit is composed of three identical gures. One gure of each unit, called a banner bearer, holds the units banner in that gures base. If a commander is present in a unit, the owning player forms the unit normally except the commander gure takes the place of one of the normal gures. The commander gure is also required to be the banner bearer for the unit. The strength of a unit uctuates as the unit takes hits. Hits usually happen when a unit is attacked, and they decrease a units strength. When a unit takes hits, the owning player removes one gure for each hit taken. A units banner bearer is always removed last. If a commander is the only remaining gure of a unit, he may be captured (see Capturing Commanders on page 22).

1) RANK - To determine the orders available for a given unit, rst identify the row with the units rank. To do this, nd the row that matches the banner belonging to the units banner bearer. 2) ORDER OPTIONS - To determine what a given unit can do when ordered, consult the Order Options for the rank of the given unit. For example, the Order Table above is for Starks War Host of the North units. A green rank unit of this type can move two hexes and attack while a red rank unit can only move one hex and attack. 3) ATTACK DICE - To determine how many dice a given unit rolls, consult the Attack Dice for the given unit. For example, a green rank unit using this table rolls two dice while a red rank unit rolls four dice. If a is present in this table, the unit does not hit on results.

Ordering Units
Units move and attack by being given orders. An order token is used to order a single unit, while a Leadership card can potentially order several units. Whenever a unit is ordered, all gures comprising the unit are ordered; that is, they must move and attack as a group. A unit can only be ordered if it is active. For a unit to be active, the units banner must be on the active side (the round indicator that matches the current round must be facing the units owner). Units can move and/or attack when ordered. If a player wishes to move any of his ordered units, he must execute all of their movement before any of his ordered units attack. However, an ordered unit is never forced to move or attack. A player can choose to have his unit do one or the other instead of both, if he wishes (see moving and attacking on pages 1718). After a player orders one of his units, he rotates its banner to the inactive side (the round indicator that matches the next round must be facing the units owner). This unit is considered inactive and cannot be ordered again until the unit is rallied. Morale order tokens and some Leadership cards allow players to rally units. Using those methods, units can potentially be ordered multiple times in a single round. Otherwise, every unit automatically rallies during the Rally Phase.

Unit Ranks
The rank (banner color green, blue, or red) of a unit indicates the experience and/or equipment that particular unit has. The green rank represents lightly armored units or inexperienced units. The blue rank represents moderately equipped or experienced units. The red rank represents heavily armored units or veteran units. In this way, red is the highest rank, followed by blue, and then by green. Because of their heavy armor, red rank units usually move much slower than their lower rank counterparts. The rank of an ordered unit combined with the units class (infantry, ranged, or cavalry) is used to determine what a units available actions are when it is ordered (see table above).

Ordering Units with an Order Token


When issuing an order to a unit with an order token, the ordering player rst declares which of his active units is to be ordered. After the player declares a unit, he must then discard a token from his Order Pool that matches the units rank (banner color), or discard a valor (purple) order token. A player can also discard two tokens of the same type at once to order any unit.

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After discarding the proper order tokens, the owning player must decide whether the ordered unit will move and/or attack. All movement must be completed by the ordered unit before the ordered unit attacks. After the order has been completed, the ordered units owner rotates the units banner to the inactive side (the round indicator that matches the next round must be facing the units owner). See moving and attacking on pages 1718.

Zone-of-control (ZOC) and Controlling Units

Ordering Units with a Leadership Card


Ordering with a Leadership card is slightly dierent from ordering with an order token. While order tokens represent single orders, Leadership cards utilize commands that can relay several orders at once. When choosing to play a Leadership card, a player rst selects a commander gure to give the command(s) and optionally use the tactics on the Leadership card. It is irrelevant whether the commanders banner is on the active side or not. A Leadership card can be played regardless of whether or not the commanders unit is ordered by the card. It is important to note that Leadership cards with a commander pictured in the lower right can be played by any commander (not just the one pictured). Most Leadership cards have two sections. The rst section is the Command box, and the second section is the Tactic box. The eects of tactics and commands are limited to aecting units in a commanders Zone-of-Control (ZOC) of the commander the card is played on. Units in a particular commanders ZOC are said to be controlled by that commander. In the BOW core game, all commanders have a ZOC of two hexes. In other words, any unit within two hexes of a commander is under that commanders control. It is possible for a unit to be under multiple commanders control at the same time. Commands Commands are simply a number of single orders that are executed at the same time and possibly additional abilities that modify orders for the current turn. When ordering with a Leadership card, a player needs to make sure the units to be ordered have active banners and are all in the Zoneof-control (ZOC) of the commander the card is played on. The player follows the procedure below when ordering units with a Leadership card: 1. Declare which commander is being used to play the Leadership card. 2. Pay any Command cost(s). 3. Declare all units to be ordered. 4. Move all ordered units. 5. Attack with all ordered units. 16 16 Tactic Example

When playing a Leadership card, the eects of the card can only be applied to controlled units. Controlled units are units within the chosen leaders ZOC. In the above example, Maeges ZOC extends to all the hexes shaded blue. The only unit in Maeges ZOC is the Stark War Host of the North unit. The infantry unit is therefore a controlled unit. All other units, including the ranged unit outside of the ZOC, are uncontrolled. Commands all have a number of Command icons next to them. To execute the command, a player must take a command token from his command board for each Command icon and place it on his chosen commanders Commander card. A Commander card cannot hold more command tokens than its commanders Command Limit (see breakdown on page 12). If a player wishes to execute multiple commands from a single card, he must pay all costs before executing the commands. However, he can execute the commands in any order that he wishes. Each command can be executed once per card. Tactics A tactic represents special optional orders and actions that can be taken by a commander (but do not have to be resolved in order to use the command). Each tactic is presented on the card in the following manner:

To execute a tactic, the player follows these steps: 1. Check Requirements 2. Execute Tactic 1. Check Requirements Tactics are always written as an if-then statement. The text in the if portion of the statement presents the requirements for using the tactic. The text in the then portion of the statement gives the eect of the tactic that is resolved if the requirements are met. In order to fulll an Order Pool requirement, a player must have the corresponding order tokens in his Order Pool. Verifying that the correct tokens are in a players Order Pool is known as checking an order token. A single order token can only be checked once for a given Leadership card. Therefore, if an order token is checked for one tactic on a card, it cannot be checked again during the same turn. For example, a tactic requires a player to have a morale order token and a valor order token in his Order Pool. When playing the card, the player checks to see if the required tokens are currently in his Order Pool. This is known as checking. If a tactic requires two or more of the same type of order tokens to be checked, a player cannot check the same order token more than once. In order to fulll a tactic requirement that is dependent upon morale, the player must determine whether the morale marker is in the correct position on the morale track. Morale requirements state that the marker must be better or worse than a specic area on the morale track. For example, a requirement might say that the players morale needs to be green or better. This requirement means that the morale marker can be no closer to the player than the green area on his side of the morale track. Alternatively, a requirement might say that the enemys morale needs to be green or worse. This requirement means that the morale marker must be in the enemys green area or closer to the enemy. 2. Execute Tactic If all requirements listed for the tactic are fullled, the player can resolve the eects (the text in the then portion of the statement) of the tactic according to the timing text. The timing text states that a player must resolve the tactic before resolving any
Lannister Decrease (Stark Increase)

commands (Before Command) or after resolving all commands (After Command) on that particular Leadership card. Some tactics also allow the player to choose to resolve the tactic either before or after resolving the command section of the card. For example, Alex controls House Stark and decides to play a Leadership card (SL16) this turn. The tactic states that If enemy morale is green or worse, then one enemy unit of your choice cannot counterattack this turn. Alex notes the morale marker is in the yellow section on the Lannister side of the morale track, thus fullling the requirement. Alex also sees that the tactic must be resolved before any commands on the card are resolved. He declares he is using the tactic, selects an enemy unit as the target and resolves it, and continues by resolving any commands.

Commander Units
A unit with a commander in its hex as a banner bearer is a commander unit. The gure type of each commander unit is shown on the corresponding commanders Commander card next to the commanders name and title (see Commander Card Breakdown on page 12).

Commander Unit Abilities


Each commander unit has the abilities of a normal unit composed of the designated gures as well as special unit abilities detailed on the corresponding Commander card. These special unit abilities represent dierent abilities that can be used anytime during the battle as detailed in the Unit Ability text on the Commander card.

Commander Commit Abilities


Commit abilities are special eects that can normally be used only once during an entire battle. After use, the Commander card is ipped to the committed side (the side without the full-color portrait of the commander). This side has no Commit Ability text, showing the commit ability cannot be used again that battle.

Moving Units
For a player to move one of his units (unless that unit is being forced to retreat, see page 22), he must order that unit. When moving multiple units, a player must complete one units movement before he can move another unit on his turn. A player must move all units he wishes to move before attacking with any unit. A unit that is ordered is not required to move. Unit movement must obey the following rules: A unit can only move into whole hexes. Half-hexes on the battleelds outer edge are considered to be o the battleeld. A unit can only move o the battleelds edges when explicitly allowed to do so by the battle plan.

Lannister Increase (Stark Decrease)

Morale Increase (Better) Morale Decrease (Worse)

Only one unit can occupy a hex at a time. When a player moves a unit, the unit cannot move into or through a hex occupied by another unit.

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A units figures cannot split up (move into different hexes). A unit cannot combine figures with another unit. Units can move different amounts of hexes depending on their class and rank (see Ordering Units on page 15). Units can move up to the amount listed on the Order Table. Some terrain impacts movement (see Westeros on page 25). If an ordered unit is not going to attack, the round indicator that matches the next round (the inactive side) must be facing the units owner after the unit completes its movement. If an engaged unit (see Engaged Units on page 21) is going to move, the unit it is engaged with can interrupt the active players turn to attack the disengaging unit. See Parting Blow on page 22 for more information.

Combat Sequence
To attack with an ordered unit, the owning player must have already completed the movement of all his units ordered during that turn. The player then performs the following steps for each of his units attacking this turn: 1. Declare Attacker 2. Declare Target 3. Verify Line of Sight (LOS) and Range 4. Place Engagement Token (if necessary) 5. Determine Attack Dice 6. Roll Attack Dice 7. Resolve Attack 8. Rotate Attackers Banner After resolving one units attack, the active player then selects another units attack to be resolved. The active player completes this process for all of the ordered units that he chooses to attack with in any unit order he chooses. An ordered unit can only attack once per turn unless stated otherwise.

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1. Declare Attacker
The active player declares which of his ordered units he is attacking with. This unit is known as the attacker during this combat.

2. Declare Target
4 Movement Example In the movement example above, the green rank War Host of the North can move into the forest hex (1) but must stop without moving its second hex of movement. It can move one or two hexes through the plains (2) and attack the Lannister unit. However, the War Host cannot move into a hex with another unit (3) or into a hex with impassable terrain (4). The active player then declares an enemy unit to be the target of the attack. This unit is known as the target during this combat.

3. Verify Range and Line of Sight (LOS)


To determine whether a unit can be declared as the target of an attack, the active player must make sure the proposed target is within range and within line of sight of the attacker. Range To check a targets range from the attacker, the players count the number of hexes from the attacking unit to the target (excluding the attackers hex but including the targets hex). To be in range, the distance must be within the attacking units Attack Range found on the Unit Reference card (see example on the right). A unit with a Ranged Attack icon has its Attack Range listed next to the Ranged Attack icon. A unit with a Melee Attack icon can only attack enemies in adjacent hexes, so the unit has an Attack Range of 1 and therefore can only attack units in adjacent hexes. When counting hexes, count all hexes that LOS is traced through except for the hex the attacking unit is in (see diagram on page 19). Therefore, a unit that is attacking an adjacent target is considered to be one hex away. 18

Attacking the Enemy


After moving, each ordered unit can attack one at a time in any order the active player chooses. For each attacking unit, the active player completes the Combat Sequence below. After the combat, the active player rotates the units banner to its inactive side. The active player then resolves other attacks in the same manner. A unit does not have to attack when ordered, even if adjacent to an enemy unit. The number of gures in a unit does not aect the number of dice it rolls when attacking or counterattacking.

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Line of Sight Ranged attackers must have their targets within line of sight (LOS). To check LOS, an imaginary line is drawn between the center of the attackers hex to the center of the targets hex. If this line crosses any part of a hex with an obstacle, LOS is blocked and the target cannot be attacked. Obstacles include terrain that blocks LOS, friendly units, and enemy units. When LOS is drawn directly along one or more hex edges, shift the line slightly in either direction parallel to the original LOS line. If shifting the line in both directions causes LOS to be blocked, the target cannot be attacked. If after shifting the line in either direction, LOS can be established, then the attack can continue (see diagram on page 18). Units always have LOS to adjacent units.

If the attackers target is already engaged with a unit other than the attacker, the attack becomes a ank attack (see Flanking an Engaged Target on page 21 for more details).

5. Determine Attack Dice


A units rank reects its level of training coupled with the equipment it is outtted with. To determine the number of dice a unit rolls in combat, consult its Unit Reference card. Generally, units of roll the following numbers of dice based on their ranks: Green rank units roll two dice. Blue rank units roll three dice. Red rank units roll four dice. In addition, the number of dice rolled can be adjusted by a variety of factors, including the terrain the target is in, the terrain the attacker is in, Leadership card text, a units combat abilities, and the presence of tokens such as status condition tokens. The attacking player determines all relevant modiers based upon the unit used and card play and then adds or subtracts dice as necessary. After modiers have been applied, the nal number is the attackers total number of attack dice.

4. Place Engagement Token


When an attacker using a melee attack targets an unengaged unit, the owner of the attacking unit places one his Houses engagement tokens on the hex border between the attackers and the targets hex. If the attacker is engaged with the target already, the attacking player removes any other engagement token before placing his Houses engagement token.

Range and Line of Sight (LOS) Examples


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3 When LOS is drawn directly along one or more hex edges, shift the line slightly in either direction parallel to the original LOS line. If the new lines are both blocked (as above), then there is no LOS to the target unit.

1 Before proceeding with an attack, a unit must verify that its target is within range and within line of sight (LOS). In the examples above, the Northmen Archers unit is making an attack. 1. The Lannister infantry is within range (4 hexes) and LOS. 2. The Lannister cavalry is within range (4 hexes) and LOS. 3. Lannister infantry is out of range (5 hexes) and LOS to the Lannister infantry is blocked by the adjacent cavalry unit. 4. Lannister infantry unit is within range (3 hexes) but LOS to the unit is blocked by the blocking terrain.

However, if one or both of the new lines are not blocked (as above), then there is LOS to the target and the attacking unit can proceed with its attack.

Attack Range

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6. Roll Attack Dice


After the nal die count is determined, the attacker rolls dice equal to this number. If a player must roll more dice than are available, he can track the results of the initial roll with order tokens from the supply and reroll dice until he has rolled the total number of dice his unit is entitled to.

Attack Resolution
After performing any movement with units, the active player can attack after checking to make sure the target is within LOS and within range of the attacking unit. The attacker determines the number of attack dice used by the attacking unit.

7. Resolve Attack
To resolve an attack, the attacking player rst calculates hits on the target unit based on the dice results rolled. If the unit is not eliminated, then the attacking player determines whether the target is forced to retreat. The steps a player follows are outlined below: A. Causing Hits with Colored Shield Symbols B. Causing Hits with Valor Symbols C. Taking Hits D. Causing Retreats with Morale Symbols A. Causing Hits with Colored Shield Symbols The attack causes the target one hit for each success rolled. Successes are dened as shield die results whose shield color matches the targets rank. Shield results rolled of other colors are always misses. B. Causing Hits with Valor Symbols Valor results are successes (hits) unless the attacking units Order Table (see Unit Reference card) has the no Valor hit icon (see Valor Hit Restriction on page 11). There is an exception to this rule. Non-cavalry units that usually hit on Valor results cannot hit cavalry units with a Valor result. Therefore, in the core game, cavalry can only be hit by other cavalry on a Valor result. For example, Alex attacks a blue rank Casterly Rock Cavaliers (cavalry) unit with a green rank War Host of the North unit. Alex rolls two dice, resulting in a Valor symbol and a Red Shield symbol. Normally this roll would cause a hit. However, the Cavaliers unit automatically ignores Valor results from non-cavalry units. C. Taking Hits After the number of successful hits is determined, the target unit suers losses equal to the number of hits scored. The owner of the target unit removes one gure for each hit received. The banner gure is always removed last. When the banner gure is removed, the unit is eliminated and morale loss is taken (see page 23 for more details) Removed gures are set beside the board. The total number of hits taken is also referred to as damage. Commander gures do not take damage as normal gures do. Instead, commanders must be captured. Please see Capturing Commanders on page 22 for more details.

=
The blue rank Stark unit in the upper right of the diagram is a War Host of the North unit. By looking at the Unit Reference card, the attacking player sees that this blue rank unit rolls three attack dice. When rolling the attack dice, the attacking player looks for shields that match the targets banner color as well as results, which count no matter what the targets banner color is.

In the example, the Stark player rolls the results above. The Valor and the Green Shield results cause one hit each, while the Blue Shield result misses since it doesnt match the targets banner. After the dice have been rolled and the results determined, the target unit must take hits equal to the number of successes rolled by the attacker. In the example, two successes were rolled. Therefore, the Lannister player takes two hits. For each hit taken, a gure from the target unit is removed.

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D. Causing Retreats with Morale Results If the target was not eliminated when taking hits, the attacker determines whether his attack causes the target unit to retreat. An attack causes the target unit to retreat one hex for each result rolled (see Retreating on page 21 for more details).

Engaged Units
A unit is engaged if an engagement token is present between its hex and an adjacent one. An engaged unit is subject to restrictions when moving or attacking. It is important to note that a unit can only ever have one engagement token in its hex. Flanking an Engaged Target If an unengaged melee attacker targets an engaged unit, he is considered to be anking the target. The ank attack allows the owner of the attacking unit, after rolling his battle dice, to choose a battle die symbol, if he wishes. He then rerolls all dice showing that symbol, ignoring the previous results on those dice and accepting the new results. The owner of the anking unit does not have to reroll any dice if he does not wish to. Moving with Engaged Units An engaged unit cannot move unless it rst disengages (see page 22). To do this, the owner of the unit orders the unit, announces his intention to move the unit out of the hex, and returns the engagement token to the supply. The unit that is being disengaged

8. Rotate Attackers Banner


After making an attack, the owning player rotates the attacking units banner to the inactive side.

Counterattacking
Counterattacking is the ability of a defending unit to strike back at an attacking unit. A target unit that is able to counterattack (primarily as a result of the Stalwart keyword, see page 23) can counterattack after being attacked by any melee attacker as long as the target unit is not eliminated and remains in the same hex. A unit that is forced to retreat from its original hex cannot make a counterattack, and the original attack must be completely resolved before any counterattack can take place. The following rules apply to counterattacks: The counterattack does not disengage the unit. The counterattacking unit does not suer a Parting Blow (see page 22) if it counterattacks an attacking unit while engaged to another unit. A counterattacking unit cannot be counterattacked in return. The counterattacking unit cannot advance or pursue after a counterattack. A counterattack is resolved just like a normal attack using the amount of attack dice shown on the Unit Reference Sheet for that unit type. Modiers that take place when attacking cannot be used to modify the dice during a counterattack. For example, Alex is the Stark player and James is the Lannister player. Alexs War Host of the North unit is already engaged. James moves and attacks with his Casterly Rock Cavaliers in order to ank Alexs unit. James is not able to eliminate or force the War Host of the North unit to retreat. Because the War Host of the North is stalwart, it can counterattack. Alex rolls the normal amount of attack dice. Even though his target is not the unit he is engaged with, the War Host of the North cannot disengage and cannot be hit by Parting Blow. If the Casterly Rock Cavaliers are forced to retreat, the War Host of the North cannot advance since it is counterattacking.

Engaging and Flanking


When attacking a target unit, the attacking player rst checks to see if the target unit has an engagement token in its hex. In the example to the left, the target unit does not have an engagement token in its hex. If there is no engagement token, the attacking player places an engagement token with his Houses symbol on the hex edge between the attacking unit and the target. In the example to the right, the Stark player places one of his engagement tokens before resolving the attack. If there is already an engagement token in the targets hex, an attack becomes a ank attack. In the example to the left, the attacking player does not place an engagement token because the Lannister unit already has an engagement token in its hex.

Engaging the Enemy


A unit is engaged with an enemy unit when an engagement token is on the border between the two hexes the units occupy. This token is used to mark where melee attacks (except melee ank attacks) have occurred on the battleeld (see Place Engagement Token on page 19). This section covers how engagements occur, how they are broken, and what eect engagements have on units.

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from has the option to make a Parting Blow attack on the moving unit (see below). If the disengaging unit is not eliminated by the Parting Blow, it continues with its movement. Morale results obtained during a Parting Blow are ignored. Attacking with Engaged Units An engaged attacker can only attack the unit it is engaged with unless it disengages from that unit (see Disengaging below). If the engaged unit decides to attack the unit it is engaged with, the player replaces the engagement token with one that has his Houses symbol. If it already has his symbol, nothing further happens. A ranged attacker cannot disengage except by moving. Although a ranged attack does not cause an engagement, a ranged attacker must still attack an opponent it is engaged with if it is going to attack (unless it disengages by moving away). If an engaged melee attacker attacks a unit other than the one it is engaged with, the engagement breaks and the unit that is being disengaged from has the option to make a Parting Blow on the disengaging unit. If the disengaging unit is not eliminated after the Parting Blow resolves, it continues with its attack. Disengaging When choosing to break an engagement between units, the owner of the disengaging unit removes the engagement token, and then the unit suers a Parting Blow as described below. If the engagement is broken in some other way (for example, by a card eect or by a retreat), the disengaging unit does not suer a penalty. It is important to note that an engaged unit normally can only disengage when moving or when attacking a unit that it is not engaged with. Removing Engagements If the target of an attack retreats or is eliminated, any engagement token is removed.

Retreating
Units that are forced to retreat must move one hex of their owners choice toward their Houses board edge for each result rolled aginst them in combat. The Lannister unit is forced to retreat result after the Stark unit rolls a during an attack. The unit must retreat into one of the two green hexes toward the Lannister board edge. A retreating unit cannot move through other units (friendly or enemy) when retreating. The retreating unit to the left cannot retreat into the red hex, so the unit is forced to retreat into the green hex.

A retreating unit cannot move through impassable terrain when retreating. The retreating unit to the right cannot retreat since one hex is blocked by a unit and the other is blocked by a river. Because of this, the unit must take one hit for each hex it cannot retreat (one in this case). A unit must always retreat into one of the two adjacent hexes towards its owners board edge. A players side is indicated in the battle plan. Other terrain eects are ignored when retreating unless otherwise specied. Impassable terrain cannot be retreated into. A unit cannot retreat into a hex containing a friendly or enemy unit. A unit cannot retreat o the board. If a unit cannot retreat, the number of remaining hexes it would have retreated are turned into hits which are immediately applied. If a unit can partially retreat, it retreats as much as possible and then takes hits as described above for the remaining hexes left to move.

Parting Blow
A Parting Blow represents a units ability to make a quick attack while an enemy attempts to disengage. This attack is performed before the disengaging unit can move or attack. The unit performing the Parting Blow rolls its normal number of attack dice and ignores any morale results. Hits are taken following normal attack rules. If the disengaging unit has not been eliminated, its owner can continue to order it normally. Units forced to retreat are not susceptible to a Parting Blow.

Retreating
Certain combat results, tactics, and unit abilities can force a unit to retreat a certain number of hexes. Retreats caused by card eects occur according to the card text. Combat retreats occur only after all hits have been taken. For each result, the target of the attack must retreat one hex. The following rules govern retreating:

Capturing Commanders
When the other gures of a commanders unit has been eliminated, the commander is subject to capture. The Capture Rating (printed on the shield) on a commanders card shows how many hits must be done in a single attack in order to capture the commander. The commanders gure is then placed in the capturing players play area.

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For example, Jaime Lannister (Kingslayer) has a Capture Rating of 3. This means that after his other three gures have been eliminated, the opposing player must still deal three hits in one attack to capture Jaime. Certain cards allow units to take hits to perform special abilities. It is important to note that a commander gure cannot take hits to trigger card eects. However, gures in a commanders unit can take hits to trigger card eects as normal.

Traits and Keywords


This section describes the traits and keywords found on Commander cards and Unit Reference cards.

Traits
Units and commanders have one or more traits. Traits are qualities associated with a particular unit or commander such as a units class (infantry, ranged, and cavalry). Traits are always in bold italic on the Unit Reference cards and Commander cards. Certain cards and abilities can be triggered or modied by units, commanders, or terrain with particular traits. Traits do nothing on their own but are used to determine the targets of some eects and abilities.

Morale Track
The morale track governs an armys willingness to ght. The morale track is formed at the beginning of the game by connecting each Houses morale segment with the correct side faceup (specied in the battle plan) to the morale hub. During the game, the morale marker is moved to indicate increases and decreases in morale. A shift of the morale marker one space or more toward a players opponent is an increase in morale for the player. A shift of the morale marker one space or more towards the player is a decrease in morale. In other words, a shift towards a player is a decrease in his Houses morale; a shift away from a player is an increase in his Houses morale. Note that since morale is tracked by a single marker, an increase in morale for one player is simultaneously a decrease in morale for his opponent. During the game, a number of factors can aect morale and move it along the morale track. If the morale marker lands on a Rout space, that army immediately ees from the battleeld. This results in an immediate loss for the routed army. If the morale marker cannot move any further on the track but no Rout space has been encountered, the marker stays in that position until it shifts in the other direction. The following circumstances cause shifts in morale: Eliminating a green rank enemy unit - Morale increases by one Eliminating a blue rank enemy unit - Morale increases by two Eliminating a red rank enemy unit - Morale increases by three Spend a Morale order token to increase morale - Morale increases by one Spend a Morale order token to rally a unit - Morale decreases by one Card eect - Variable During the Regroup Phase, if the morale marker is present in a colored area on one Houses side of the morale track, the player controlling that House may be able to recover some of the morale loss. See the example of morale recovery on page 14.

Commander Traits

Keywords
Many abilities are too detailed to t on the Unit Reference cards. A unit or commander with one of these abilities has an associated keyword or phrase tied to the ability to indicate that the unit or commander possesses that ability. The keyword acts as a kind of shorthand for the ability. The keywords introduced in the core game are explained below.

Unit Keyword

Advance An attacking unit with this keyword has the option to move if the target of its attack is eliminated or is forced to retreat. If one of those two events occurs, the owner of the attacking unit can choose to have his attacking unit move into the hex formerly occupied by the target unit. A unit can only advance once per turn. Cover X / Toughness X Cover/Toughness are keywords that allow units to ignore X hits before any gures are removed from the target unit. Toughness is provided by units while Cover is provided by terrain.

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For example, a unit in a hex with Cover 1 does not take the rst hit every time one or more hits are rolled against it. Should that unit also have Toughness 1, it would ignore a total of two hits before any damage is taken. Dogs of War Certain units, like the Stark Kennelmaster, can use an animal attack. When ordered, a unit with this keyword can make a special ranged attack instead of moving (and attacking normally). It can be used from two to three hexes away from the target (and cannot be used against adjacent units). Before rolling battle dice for the attack, the owner of the attacking unit rolls one die and consults the following table to determine what rank of unit it attacks as. On a Green Shield result, it attacks as a green rank unit. On a Blue Shield result, it attacks as a blue rank unit. On a Red Shield result, it attacks as a red rank unit. On a Morale result, no attack is rolled but the target unit retreats one hex (this result cannot be ignored). On a Valor result, no attack is rolled but the target automatically takes a hit (this result cannot be ignored). For this particular ranged attack, friendly units do not block LOS. However, river hexes do block LOS for this particular attack. Other blocking terrain acts normally. Heavy Armor Some specially outtted units are better at defending than their similarly ranked counterparts. A unit with this keyword defends as if it were a unit of one rank higher. For example, a green rank unit would defend as a blue rank unit. If a red rank unit has the heavy armor keyword, it ignores Valor results. Morale results have their normal eects on units with heavy armor. O-balance Certain weapons are harder to wield when the unit is on the move. A unit with this keyword must reduce its number of attack dice by one if it moves before it attacks in the same turn. Pursue X Pursue is an attacking units ability to take ground and use momentum to retain an oensive position. An attacking unit has the option to pursue if the target of its attack is eliminated or is forced to retreat. If one of those two events occurs, the attacking unit can move up to X hexes (when moving, the rst hex moved into must be the one formerly occupied by the target unit) and attack again. This new attack can be against the same unit or a dierent one. A unit can only pursue once per turn. In order to execute the additional attack, the unit must have moved at least one hex. A pursuing unit can pursue without attacking. Scorch the Earth The employment of barbaric reavers to burn the countryside is commonplace for some of the noble Houses. When ordered, instead of attacking, a unit with this keyword can attempt to place a 24

re token in an unoccupied adjacent hex (as long as the terrain has a Burn Limit). To do so, the unit targets the hex and rolls attack dice normally. For each Green Shield result rolled, a re level is added. A hexs re level is the total strength of a re as represented by a single re token. When adding a re level, the player removes any existing re token (if one is there) and places a new token whose number represents the sum of the re levels. For the eects of re in a hex, see Status Conditions on the right. For example, James (the Lannister player) orders Gregor Cleganes (The Reaver) unit with the Scorch the Earth keyword to set re to an adjacent forest hex. As a blue rank unit, Gregors unit rolls three dice when starting a re. The results of the roll are one Green Shield, one Blue Shield, and a Valor symbol. Gregors Commander card has a unit ability that allows him to count Valor symbols as Green Shields when starting res. Therefore, there are two successful rolls (the Green Shield and the Valor symbol). James then takes a 2 level re token and places it on the forest hex. If there had been a 1 level re token already in the hex, James would exchange the 1 level token for a 3 level token. Since that would equal the forest terrains Burn Limit, a devastation token would be placed in the hex (as described under Status Conditions to the right). Stalwart Stalwart units can ignore the rst Morale result (ag) rolled against them if they choose. Stalwart units can also counterattack if they choose (see page 21). Unlike other keywords, any unit can gain the Stalwart keyword under the right conditions. If a defending unit is adjacent to two friendly units, the defending unit automatically gains the stalwart keyword until that unit is no longer adjacent to two friendly units. In the following example, Unit B is stalwart because it is adjacent to two friendly units. Unit A is not stalwart because it is only adjacent to one friendly unit. Unit C is stalwart since Maege Mormont (Lady of Bear Island) has the stalwart keyword on her Commander card.

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Status Conditions
Status conditions cover all manner of eects that can be applied to units and terrain. The eects of status conditions are applied during each rounds Regroup Phase. In the BOW core game, Fire is the only status condition. Fire Fire tokens are used to mark hexes where res break out. Fire tokens have dierent values on them that signify the strength of the blaze the token represents. Each hex with a re token in it resolves a burn status condition during each Regroup Phase. To resolve a burn status condition, players must do the following: 1. Apply eects to terrain. Burnable terrain has a Burn Limit in the form of Burn X where X is the maximum value of the re token allowed in the hex. If the hex is at that level, the player follows the eects under the Burn Limit for the appropriate terrain (see Westeros on page 25). Only some terrain is aected by re. 2. Apply eects to units. During the Regroup Phase, a unit in a hex with a re token must eliminate one gure for each level of re. A commander gure eliminated in this way is considered captured The following additional rules govern re tokens: Only re levels equal to a hexs Burn Limit can be in the hex. Units cannot enter a hex with re tokens. 2. Spread level four res. A level four re spreads in the Status Step of the Regroup Phase. Draw a random direction token and consult the directional indicator (as printed in the battle plan). Increase the level of the re of the adjacent hex in the chosen direction by one. If it is at four, no additional token is placed. If there is no re there currently, a level one re token is placed. Units cannot leave a hex with re tokens. They are too busy ghting the re (see below). A unit can remove all re tokens in its hex by being ordered and then spending its entire turn extinguishing the re (the unit cannot move or attack). The player then removes any re tokens present in the hex. Terrain with a Burn: None Burn Limit cannot have re tokens placed on them. These terrain types, such as stone bridges, burn poorly or not at all. Any unit can attempt to remove all re tokens in an adjacent hex instead of attacking a unit. That units owner rolls one die. To successfully remove re tokens, the die result must be a Green Shield for a hex with one re level, a Blue Shield for two re levels, a Red Shield for three levels, or a Valor symbol for four levels.

Westeros
The lands of Westeros are varied and their impact on a battle can be signicant. This section goes over the dierent kinds of basic terrain that armies can expect to encounter.

Battlefield Terrain
Although the whole of Westeros has a far more varied topography, the battles in the BOW core game use 8 basic terrain hex types. A detailed description of each terrain type follows, including terrain movement eects, whether the terrain blocks LOS, etc. This list covers both the terrain printed on the board and the overlay terrain pieces that are placed on top of the board at the beginning of the battle. Each terrain description includes the following statistics: Blocking Terrain: Whether or not the terrain blocks line of sight is detailed here (if Yes, then this hex blocks line of sight). Movement: Any eect on moving into a hex of this terrain type is detailed here. Combat: Any eect on a combat involving a unit in this type of terrain feature is detailed here. Burn: X. The Burn Limit indicates the maximum number of re levels that can be placed in a hex. The eect the re status condition has on the hex is detailed here. Special Rules: Any unique rules that govern hexes with this terrain feature are detailed here.

Terrain Hexes
Terrain hexes are punchboard hexes used to represent dierent types of terrain and the eects they can have on units in a battle. Plains Blocking Terrain: No Movement: No movement restrictions Combat: No combat restrictions Burn: 4. No burn eect Special Rules: None

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Hills Blocking Terrain: Yes Movement: No movement restrictions Combat: Maximum of three combat dice rolled against a unit in a hills hex (before modiers) unless attacker is in another hills hex A Ranged unit in a hills hex does not have its LOS blocked by units Burn: None Special Rules: None Forest Blocking Terrain: Yes Movement: Unit must stop when entering Combat: Maximum of two combat dice rolled against a unit in a forest hex (before modiers) Unit in a forest hex rolls a maximum of two combat dice (before modiers) Burn: 3. After three re levels, the forest is destroyed. Place a devastation token on the forest Special Rules: Forest hexes with devastation tokens are treated as plains hexes River/Forest River Blocking Terrain: No for river hex; yes for forest river hex Movement: Impassable Combat: No combat restrictions Burn: None Special Rules: None Building Blocking Terrain: Yes Movement: Units must stop when entering Combat: Units in buildings have Cover 1 unless they are engaged in combat and the engagement token shows their House symbol Ranged attackers in a building hex roll a maximum of two combat dice (before modiers) Burn: 4. After four re levels, the building is destroyed. Place a devastation token on the building Special Rules: Building hexes with devastation tokens are treated as plains hexes

Road/Forest Road Blocking Terrain: No for road hex; yes for forest road hex Movement: A unit that only uses road hexes for movement can move one additional hex (additional hex does not have to be road) Combat: No combat restrictions Burn: 4 for road hex; 3 for forest road hex (follow burn eects for normal forest hex) Special Rules: Units can advance one extra hex (up to a total of two hexes) and units can pursue one extra hex (up to a total of three hexes) as long as all movement is on road hexes

Terrain Tokens
Terrain tokens are tokens used to show additional terrain features (usually man-made) that are present in various terrain hexes. Unless noted, a terrain tokens eects supersede that of the terrain hex it is in. Wooden Bridge Blocking Terrain: No Movement: Treat as a road hex Combat: No combat restrictions Burn: 3. After three re levels, the wooden bridge is destroyed. Remove it from the board. All re tokens are also removed from this hex Special Rules: No advance or pursuit onto a wooden bridge hex Stone Bridge Blocking Terrain: No Movement: Treat as a road hex Combat: No combat restrictions Burn: None Special Rules: No advance or pursuit onto a stone bridge hex Palisade Blocking Terrain: Yes Movement: Impassable Combat: No combat restrictions Burn: 4. After four re levels, the palisade is destroyed. Remove it from the board Special Rules: None

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Tent Blocking Terrain: No Movement: No movement restrictions Combat: No combat restrictions Burn: 1. After 1 or more re levels, the tent is destroyed. Remove it from the board Special Rules: Varies with battle plan Siege Tower Blocking Terrain: Yes Movement: Impassable Combat: No combat restrictions Burn: 1. After 1 or more re levels, the siege tower is destroyed. Remove it from the board Special Rules: Varies with battle plan Ford Blocking Terrain: No Movement: Infantry must stop when entering Cavalry entering a ford hex reduce movement by one hex for the rest of their current movement Combat: Counterattacks from a unit in a ford hex are at a maximum of two dice (before modiers) Burn: None Special Rules: None Fire Blocking Terrain: No Movement: Units cannot enter Units that have a re token placed in their hex cannot move Combat: Units in a re hex cannot attack Burn: None Special Rules: See Fire on page 25 Devastation Blocking Terrain: No Movement: Treat this hex as a plains hex Combat: Treat this hex as a plains hex Burn: N/A. See special rules Special Rules: The devastation token negates the eect of any terrain hex it is placed on (treat as plains hex)

Glossary of Terms
ACTIVE - A unit whose banners round indicator matches the current round color (black or white) is considered active. Only active units can be ordered. ADVANTAGE - A players ability to act rst in a game round. CAPTURE RATING- The number of hits that must be done to a lone commander in one attack to remove the commander from the board. Represented by the number in the shield on a Commander card. CHECKING - The act of determining whether order tokens required by a tactic are in your Order Pool. CLASS - A category (infantry, ranged, cavalry) a unit belongs to. A units class is in the trait section of the Unit Reference cards. COMMAND LIMIT - The maximum number of command tokens that can be placed on a Commander card. Represented by the number in the command token symbol on a Commander card. CONTROLLED - The state of a unit being in a friendly commanders zone-of-control. COVER - Provided by terrain hexes and features, cover allows a unit to ignore a designated number of hits. ENGAGED - A unit with an engagement token on one of its hex borders. FIGURE - Any single sculpt. FLANKING - A melee attack that targets an enemy unit that is engaged with another friendly unit. INACTIVE - A unit whose banners round indicator matches the next rounds is considered inactive. Inactive units cannot be ordered. MOMENTUM - Breaks a tie for advantage. PLAY AREA - The space between a players board edge and the edge of the table. RALLY - The act of making an inactive unit active once again. To do so, the owning player rotates the units banner so that its round indicator matches the current round color. RANK - A units color as shown by its banner (green, blue, or red). TOUGHNESS - A units innate ability to ignore a designated number of hits from a single attack. UNIT - A ghting group occupying a single hex that is made up of a certain number of gures. ZONE-OF-CONTROL (ZOC) - The area within two hexes of a given commander.

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Skirmish (Optional Rule)


Besides the battles found in the Battle Plans, players can utilize the following rules to play a randomly generated battle called a skirmish. Instead of a battle plan, a skirmish uses cards to generate a Houses commanders, unit types, and number of units, as well as terrain to be placed.

Players can choose any House whose House icon is pictured on the Skirmish Summary card, although players cannot choose the same House. 2. Create the Battleeld The Skirmish Summary card has a Board Indicator. This shows how the board should be oriented between the players (landscape or portrait) and which side of the board should be used. Place the map board as shown by the Board Indicator to form the battleeld. The edge in front of the player is his Houses board edge. 3. Take Commanders Each player takes the deck of Skirmish Setup cards with his Houses symbol on the back. Some of the Skirmish cards have a commanders portrait at the top of the card along with a Value Rating. Each player separates these cards from the rest of his deck. Following the Skirmish Summary card, players now select commanders by choosing Skirmish Setup cards with their pictures as directed by the Skirmish Summary card. These Skirmish Setup cards are returned to the box after use.

Skirmish Setup
A skirmish is set up in a similar manner to a normal battle except that a Skirmish Summary card is used to determine how a particular skirmish is played. In the core game, there are two Skirmish Summary cards, which allow players to play the Raid in the Riverlands and Westerlands Bounty skirmishes. There are two sides to a Skirmish Summary card. When setting up, players should refer to the side labeled Placement instead of referring to a battle plan. The following steps are performed in order when setting up a skirmish. 1. Choose a Skirmish and Houses Players must rst choose a skirmish to play. Skirmishes are found on Skirmish Summary cards. Players can use one of the two Skirmish Summary cards included in the core set. Other skirmishes can be found in future expansion sets for BOW. After choosing a skirmish, players decide which House each player controls for the skirmish.

Value Rating

Skirmish Summary Card Breakdown


1 4 1 9 10 11 6 3 7 12 13 6) Terrain Rating 7) Board Indicator 8) Victory Conditions 9) Round Limit 10) Command Rating 11) Order Rating 12) Leadership Rating 13) Lannister Morale Icon 14) Stark Morale Icon

1) Skirmish Name 2) Momentum/Commander Setup 3) Placement Rules 4) House Icons 5) Unit Rating

14

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For example, the Raid in the Riverlands Skirmish Summary card states that each player chooses up to two commanders with a maximum total Value Rating of four or less. The cards specify which version of the selected commanders to use. This selection should be done secretly and simultaneously by both players with both players revealing their chosen commanders at the same time. Each player places the Commander cards for his selected commanders in his play area along with the gures for those commanders unit. Build the commanders unit according to normal setup rules (see Forming Units on page 10 for more details). 4. Build Leadership Decks Follow normal setup directions. 5. Place Round Track and Round Markers Follow normal setup directions. 6. Place Morale Track and Morale Marker Follow normal setup directions. 7. Create Token Stockpiles and Place Command Tokens Follow normal setup directions. 8. Assign the Momentum Token The Skirmish Summary card species which side possesses the momentum token for the duration of the game. That player places the momentum token in his play area. For example, the Raid in the Riverlands card states that momentum is determined randomly. 9. Assemble Units Each player shues his remaining Skirmish Setup cards together and draws cards equal to the Skirmish Summary cardss Unit Rating. Players now refer to the unit section in the middle of the drawn cards. Each card shows the number and type of units that each player now builds and places into his play area. These Skirmish cards are returned to the box after use.

10. Assemble Terrain Overlays Each player shues his remaining Skirmish cards and draws cards equal to the Skirmish Summarys Terrain Rating. Players then refer to the terrain section at the bottom of the drawn cards. Each card shows the number and type of hex overlays that each player now places into his play area. These Skirmish cards are returned to the box after use.

+
x3 x4

=
x1

In the example above, the terrain sections of the two cards drawn produce a total of eight terrain overlays. It does not matter if the building art matches the pictured hex exactly. 11. Place Terrain Overlays Starting with the player with momentum, each player in turn places all of his terrain overlays according to the Skirmish Summary cards terrain placement section. The Raid in the Riverlands card states that all terrain overlays must be placed on any hexes within 8 hexes of the owning players side of the board. 12. Place Commander Units Starting with the player with momentum, each player in turn places all of his commanders according to the Skirmish Summary cards commander placement section. The Raid in the Riverlands card states each commander must be placed on a hex within 3 hexes of the owning players side of the board and no commanders ZOC can overlap with another commanders ZOC during setup. 13. Place Non-commander Units Starting with the player with momentum, each player in turn places all of his remaining units according to the Skirmish Summary cards unit placement section. The Raid in the Riverlands card states that all remaining units must be placed on any hexes within 4 hexes of the owning players side of the board. Players are now ready to begin the skirmish!

+
x4 x3 x16

=
x6

In the example above, the unit sections of the two cards drawn produce a total of 29 gures. This total does not include the gures for the chosen commanders units.

Skirmish Details
Details such as the Order Rating, the Command Rating, the Leadership Rating, and victory conditions are dened by the Skirmish Summary card used. After setting up, turn the Skirmish Summary card to the side labeled Skirmish Details. Leave this side faceup between both players so both players can refer to it during the game. 29

Index
A
advantage................................................. 10 Assembling Figures................................... 7 attack dice................................................ 20 attacker..................................................... 19 attacking............................................. 1922

Unit Reference Card Breakdown............................ 11 Zone-of-control (ZOC) and Controlling Units......................... 16 disengaging.............................................. 22

P
Parting Blow............................................. 22 passing..................................................... 13

E
engagement tokens............................... 5, 20 engaging............................................. 19, 21

R
range .................................................. 18, 19 retreat ................................................. 2122 round Command Phase.................................... 12 Marshaling Phase................................... 11 Rally Phase............................................ 10 Regroup Phase....................................... 13 Round Indicator.......................................... 9 Round Limit............................................... 8 Rout space.................................................. 8

B
banners................................................. 9, 21 battlefield .................................................... 7 Board Indicator........................................ 28 Burn Limit .......................................... 2425

F
fire ........................................................... 24 flanking. .............................................. 19, 21

C
card types Commander cards.................................... 9 Leadership cards............................. 12, 16 Skirmish cards................................. 2829 Skirmish Summary cards................ 2829 Unit Reference cards....................... 11, 15 combat................................................ 1922 Combat Sequence.................................. 19 commander capturing................................................ 22 commander units................................... 17 refreshing............................................... 10 setup........................................................ 7 commands................................................ 16 commit abilities........................................ 17 component list............................................ 3 component overview.............................. 46 controlling units. ....................................... 16 counterattacking....................................... 21

G
glossary.................................................... 27

H
hits ........................................................... 21 House Symbols.......................................... 7

S
setup example................................................... 6 procedure............................................. 69 skirmish details..................................................... 29 rules ...................................................... 28 setup...................................................... 28 status conditions................................. 14, 24 successes................................................... 21

K
keywords advance. ................................................. 23 cover...................................................... 23 dogs of war............................................ 23 heavy armor........................................... 23 off-balance............................................. 24 pursue. .................................................... 24 scorch the earth..................................... 24 stalwart.................................................. 24 toughness............................................... 23

T
tactics ................................................. 1617 target unit.................................................. 19 terrain hexes...................................................... 25 tokens..................................................... 26 Terrain Rating.......................................... 29 traits ......................................................... 23

L
leadership decks......................................... 7 Leadership Rating.................................... 12 line of sight. ........................................ 18, 19

D
diagrams and examples Assembling Banners................................ 9 Attack Resolution.................................. 20 Building the Leadership Deck................. 8 Clash on the Kingsroad Component Setup............................ 6 Commander Card Breakdown............... 12 Engaging and Flanking......................... 19 Forming Units........................................ 10 Leadership Card Order Example........... 13 Line of Sight (LOS) and Range Examples..................... 18 Notes on Victory Conditions................. 14 Order Table Explanation. ....................... 15 Retreating. .............................................. 22 Skirmish Summary Card Breakdown.......................... 28

U
unit abilities.............................................. 17 Unit Rating............................................... 29 units ordering................................................. 15 rallying.................................................. 10 ranks...................................................... 15 strength.................................................. 15

M
momentum........................................... 9, 10 morale morale track.......................................... 8, 22 recovery................................................. 14 morale shifts............................................. 23 movement................................................. 17

O
Order Rating............................................. 11 order table................................................ 15 order tokens.............................................. 11 use ................................................... 12, 15

V
valor hits................................................... 21 Value Rating............................................. 28 victory conditions..................................... 14

Z
zone-of-control (ZOC)............................. 16

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Credits
Game Design and Development: Robert A. Kouba Inspired by the classic game created by Richard Borg Editing: Mark OConnor Graphic Design: Andrew Navaro and WiL Springer Cover Art: Tomasz Jedruzek Map Art: Henning Ludvigsen Additional interior art by the artists of A Game of Thrones: The Card Game Figure Design: Aaron Panagos Figure Photography: Jason Beaudoin and Keith Hurley Playtesters: Lurkers in the Valley Playtest Group (Ed Browne, Meric England, Loren Overby, Lisa Po, and Vernon Wester), Jaffer Batica, Scott Clifton, JR Godwin, Eric Hanson, Kyle J. Hough, Erik Lind, Thaadd Powell, Dylan Vidas, James Voelker, Jason Walden, Peter Wocken, Touyee Yang, and Jamie Zephyr Art Coordinator: Zo Robinson Production Manager: Gabe Laulunen FFG Lead Designer: Corey Konieczka FFG Lead Producer: Michael Hurley Publisher: Christian T. Petersen
2010 George R.R. Martin, 2010 Fantasy Flight Publishing, Inc., all rights reserved. No part of this product may be reproduced without specic written permission. A Song of Ice and Fire 2010, used under License. Battles of Westeros, BattleLore, the BattleLore logo, Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. Fantasy Flight Games is located at 1975 West County Road B2, Suite 1, Roseville, Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905. Retain this information for your records. Visit Us on the Web:

www.FantasyFlightGames.com

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Quick Reference
Round Summary
1. Rally Phase
A. Determine Advantage B. Refresh Commanders C. Rally Units

Order Token Functions


The active player can order a green rank unit. The active player can order a blue rank unit. The active player can order a red rank unit. The active player can order a unit of any rank. The active player can increase his Houses morale by one or he can decrease his Houses morale by one to rally one of his units. In either case, no unit is ordered. A player can also discard two tokens of the same type at once to order any unit (instead of playing a single order token).

2. Marshaling Phase
A. Receive Order Tokens B. Draw Leadership Cards

3. Command Phase (alternating player turns)


Use Order Token Play Leadership Card Pass

Steps of Battle Setup


1. Choose a Battle and a House to Play 2. Create the Battleeld 3. Take Commanders 4. Build Leadership Decks 5. Place Round Track and Round Marker 6. Place Morale Track and Morale Marker 7. Create Token Stockpiles and Place Command Tokens 8. Form and Place Units 9. Assign the Momentum Token

4. Regroup Phase
A. Resolve Status Conditions B. Score Victory Points C. Check Victory Conditions D. Discard Excess Resources E. Recover Morale F. Advance Round Marker

Playing A Leadership Card


1. Declare which commander is being used to play the Leadership card. 2. Pay any Command cost(s). 3. Declare all units to be ordered. 4. Move all ordered units. 5. Attack with all ordered units.

Keyword Summary
Advance (Pg. 23) Attacking unit can move into an enemys hex after the enemy is eliminated or retreats Cover X/Toughness X (pg. 23) Unit can ignore X amount of hits Dogs of War (pg. 24) Unit has a special ranged attack that it can use if it doesnt move Heavy Armor (pg. 24) Unit defends as one rank higher. Red units ignore Valor results rolled against them O-balance (pg. 24) If this unit moves and attacks in the same turn, it rolls one less attack die Pursue X (pg. 24) Attacking unit can move X spaces and attack again after eliminating a target unit or forcing a target unit to retreat Scorch the Earth (pg. 24) Unit can start res instead of attacking Stalwart (pg. 24) Unit can ignore one morale result and counterattack after being attacked if it is not eliminated or forced to retreat

Combat Sequence
1. Declare Attacker 2. Declare Target 3. Verify Line of Sight (LOS) and Range 4. Place Engagement Token (if necessary) 5. Determine Attack Dice 6. Roll Attack Dice 7. Resolve Attack 8. Rotate Attackers Banner

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